Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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A Costly Attack
Afrika Korps #39
(Defender) Germany vs Australia (Attacker)
Britain (Attacker)
Formations Involved
Australia 2/13th Infantry Battalion
Australia 2/28th Infantry Battalion
Australia 2/43rd Infantry Battalion
Australia 24th Infantry Brigade
Britain 1st Royal Northumberland Fusilier Machine-gun
Britain 1st Royal Tank Regiment
Germany 104th Panzergrenadier Regiment
Germany 115th Panzergrenadier Regiment
Display
Balance:



Overall balance chart for AfKo039
Total
Side 1 2
Draw 3
Side 2 3
Overall Rating, 10 votes
5
4
3
2
1
2.9
Scenario Rank: 771 of 913
Parent Game Afrika Korps
Historicity Historical
Date 1941-05-03
Start Time 03:30
Turn Count 48
Visibility Day
Counters 124
Net Morale 0
Net Initiative 2
Maps 1: AK3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 128
AAR Bounty 159
Total Plays 8
Total AARs 3
Battle Types
Rural Assault
Surprise Attack
Conditions
Entrenchments
Minefields
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

From the start, several officers objected to Morshead's attack plan. Many preparing to take part in the attack on the German-held posts, S7, S6, R7, R6 and R5, saw it as a futile undertaking. The Germans were known to have planted mines and booby traps around their perimeter and posted machine-guns and guns to cover them. Nonetheless the planning went forward and on the 3rd the attack was launched. (This scenario is a combination of the two previous scenarios.)

Conclusion

The two Australian attacks gained little ground at great cost. As dawn broke, the few defenders of the only German post taken, S7, were in dire straits. No one knew they had taken the post. The Brigade commander had called off the attack and sent the tanks back to fortress reserve. Once aware that the post had been taken, a hurried relief attack was put together, but the German defenders had all but encircled the post and were able to prevent the relief from reaching it. As night fell the 21 Australians (nine were wounded) and 6 German prisoners had no choice but to surrender as ammunition was almost gone and a night-time German attack clearly coming.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

Australia Order of Battle
Army
Britain Order of Battle
Army
  • Leader
  • Mechanized
Germany Order of Battle
Heer

Display Errata (2)

2 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (3)

ONLY FOR SOLO PLAY!
Author Reconquista (Germany)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2022-05-19
Language English
Scenario AfKo039

Other players with much more experience playing PG have warned that this scenario is a dog. They are right, it is an overlong slog (48 turns!) to get through, and should only be played solo. It is not even a good training scenario.

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A Costly Attack - Afrika Korps Scenario 39
Author vince hughes (Germany)
Method Face to Face
Victor Draw
Participants unknown
Play Date 2009-10-24
Language English
Scenario AfKo039

Before the short report, let me just say that this one had to rank as possibly one of the most tedious scenarios I've played. As usual, it was played face-to-face.

It's a 48 turn game and has the AK spread thinly across a desert map and with a restriction of always leaving a unit in an entrenchment otherwise they lose the entrenchment if vacated. This is a problem as 2 entrenchments lost counts as a draw, more than 2 is a loss !

What occurred was a two battalion Aussie attack, one battalion either end of the map and the Germans having to shift reinforcemnts, albeit paper thin from location to location. It really did drag (3 session game), and in the end, only an all out Aussie assault on turn 40 finally captured a 2nd entrenchment. This maybe OK to play solo but not a great ftf game !

Here's the short report of this marathon where little occurred.

‘A Costly Attack’

Afrika Korps Scenario No.39

Tobruk 3rd May 1941

Scenario played : 24th October 2009

From the start several officers objected to Moorhead’s attack plan. Many preparing to take part in the attack on the German held posts, S7, S6, R7, R6 & R5 saw it as a futile undertaking. The Germans were known to have planted mines and booby traps around their perimeter and posted machine-guns and guns to cover them. Nonetheless the planning went forward and on the 3rd the attack was launched.

The attack consisted of two Australian battalions from the 24th Brigade, given extra MG support by English soldiers from the Northumberland Fusiliers. The attack force were split into their battalions and was launched on a wide front against the spaced out German entrenched locations. Initially, things went well as one enemy entrenchment area fell quickly though nearly 100 allied losses had been sustained in the first hour. The Australians learnt quickly from this, and as they approached their next objectives, they made sure to approach in a steady and self-supporting line. Meanwhile, the Afrika Korps defending these locations had to shuffle men to and fro to optimise each entrenched location.

As the allied troops advanced they were able to reduce enemy gun locations, but begun to come under some stress once they had taken position opposite enemy trenches to the east. This was because German artillery had zeroed in and was hitting the Empire troops with some accuracy. Despite a considerable amount of fire being flung at the enemy, the Aussies could not break them and felt they had to stay at some range still before launching any attack to assault.

The battle now bogged down and dragged on and on for 7 hours with little change in the situation other than the Australians probing at different points. Finally though, the two battalions bore down on a central location and began to put much pressure on their enemy. Despite this, whether due to poor offensive techniques or just sheer German determination, only one more trench position could be taken. This particular trench, once taken was found to consist of just mortar and AA gun crews.

Neither a failure or success, the nine and a half hour battle ended with honours even. Perhaps the attack lost all heart when one Australian company attacking an AT battery were ambushed by it’s crews that had left the guns and set up a defence, holding off their attackers with just schmeissers and rifles. This location was eventually taken, but had taken the infantry company a whole hour to do so.

Despite the Australians disappointment, they had inflicted around 480 casualties on the Germans including the loss of 5 AT gun platoons. Australian casualties came to about 260 men. The two sides would have to continue the fight another time.

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Afrika Korps #39
Author triangular_cube
Method Solo
Victor Germany
Play Date 2022-02-26
Language English
Scenario AfKo039

I always try to leave an AAR when I rate something as a "1" to make note of the reasons. I reserve this rating for scenarios that are fundamentally broken for one reason or another. I tend to not even consider balance when determining if a scenario meets this requirement, unless interactions from SSRs make it more or less impossible (not just unlikely) for one side to win. This is an example of such a case where the British player can be put into a position where it is nearly impossible for them to win via the setup and poorly thought out VCs/SSRs.

Both German and British VCs are dependent on the number of entrenchments captured. Not entrenchments destroyed, or lost by the Germans. Captured alone is the trigger. If the British capture zero (or one) the Germans win. SSR#4 dictates that abandoned entrenchments are removed at the end of the "Recovery Phase". Noting that I have never heard that term in the system, nor is it listed in the rules, I believe this to mean at the end of the marker removal phase? A guess? Idk, thats how I played it.

The logical combination is that the Germans must simply step aside as soon as they are allowed to. The entrenchments go poof. Now they cannot be captured as they do not exist. This leaves the full German force defending only those few entrenchments that the Aussies can entangle in the first 4 turns. Entangle without firing upon that is. The Germans, aware of this will surround these entrenchments entirely with minefields and all of their heaviest units. This leaves the Aussies to deal with that with their X6 OBAs (what even are these that can be OBA but rate so low?) and strength 4 infantry.

Lastly, with FoW gamesmanship, it is still possible for the Germans to have the last move and step aside unless completely surrounded in these entrenchments and still make them go poof.

Why does this rule exist? Are the men constantly shoveling sand out to the extent that being away for 15 minutes fully fills in your trench?

The silly part is, without that rule, the balance shifts to the Aussies who can ahistorically link up their batallions in the center and hit the weak part of the German line. This seems to be the standard playthrough based on the W/L records posted here. It wouldnt be a great scenario, but it also woudlnt be a "1" that way.

But the rules are the rules. And these were specifically printed for this series of scenarios. Series I say? Thats right, this one is a combination of two (with slight changes) bad scenarios that preceded it. That awful unbalanced fight of the German HMG stacks in the entrenchments with the magician units that make entrenchments disappear? We did that twice, once for each end, already. Now we can do it once again.

Those times its a bit tougher to do the gamey thing, but no easier to actually dislodge the Germans and take the trenches.

Okay, its much more a rant than an actual AAR, but ya'll get the point. This one is a dog, just say no.

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